Update 2012/12/22 to 1.2.8: Update/corrections to the German and Russian translation

Update 2012/10/15 to 1.2.7: Fixed the fuzzy translations in the german translation that arose due to the latest text revisioning.

Update 2012/10/09 to 1.2.6: In scenario 13 (Mountain Plateau), Elves killed by Undead no longer count as killed by the player

Update 2012/10/05 to 1.2.5: Inculded Starlight's text review.

Update 2012/09/04 to 1.2.4: Galion's death in sceanrio 13 (Mountain Plateau) is now realy a loose condition; in scenario 15 (Army of Darkness), Lorelei now asks if she should execute her task until you give her the OK (before, you had to move her to make her ask again)

Update 2012/08/06 to 1.2.3: Background stuff for translations only

Update 2012/08/03 to 1.2.2: Actualy made use of the translation helper strings, gave Harriett fixed traits to avoid the unfortunate situation Tyroglyphid reported (http://r.wesnoth.org/p534464), included Galion's death in sceanrio 13 (Mountain Plateau) in the loose conditions.

Update 2012/07/015 to 1.2.1: Inclusion of a gettext helper file so that strings that are already translated in core don't have to be translated again.

Update 2012/07/011 to 1.1.9: Just minor corrections to the German translation and the very beginning of a Portuguese translation.

Update 2012/07/05 to 1.1.8: Feyndwarf can now only mount next to Richard (again), Lorelei doesn't continue to ask her question in sceanrio 15, lightrunes in sceanrio 17 won't have their aura redrawn if activated twice, update to the russian translation (now including 42% translated strings)

Update 2012/04/22 to 1.0.4: In scenario 15 (Army of Darkness) the barrage can no longer be blown without the lava being divertet. The gold carryover of all scenarios has been adjusted.

Update 2012/04/17 to 1.0.3: In scenario 4 (The Race), the player has to leave the center island in round 2 now, some minor tweaks to the AI in scenario 16.

Update 2012/03/29 to 1.0.2: Removed all unused images to sleaken the download. Slight changes on scenario 16 so that the torture tower is now indeed only accessible by airborn and naval units.

Update 2012/03/21 to 1.0.1: An evil bug has sneeked into the release from yesterday preventing the epilogue to play. Some further tweaks on scenario 17 an slightly change last breath events are also inluded in this release.

Update 2012/05/21 to 1.0.6:Update 2012/01/03 to 0.9.3: Made some more units loyal that should be
Update 2012/01/03 to 0.9.2: http://r.wesnoth.org/p517503
Update 2011/12/16 to 0.9.1: Scenario 15 has been added
Update 2011/10/06 to 0.8.6: Fixes a bug with the storing of units at the end of scenario 14
Update 2011/10/06 to 0.8.4: Further balancing tweaks of scenario 14 - at least on "hard" it might still be extremly challenging.
Update 2011/09/30 to 0.8.3: Upsi, actually forgot to include the changed map in the last update
Update 2011/09/30 to 0.8.2: Corrected the error of the objective presentation in scenario 14, tried to improve balancing in sc14 (still not perfect though), changed keep, map and starting units of sc14, if ghosts in sc13 are defeated, next mission stage starts instantly, Richard doesn't jump to the top after his arrival anymore.
Update 2011/09/29 to 0.8.1: http://r.wesnoth.org/p508726
Update 2011/07/29 to 0.7.3: Some corrections in the code to make things work that didn't work with the last update.
Update 2011/07/28 to 0.7.2: Tweaks to dialogues and the map of scenario 13, daytime changes after battle.
Update 2011/07/27 to 0.7.1: With scenario 13 now fully playable, the campaign is now about 75% complete.
Update 2011/07/28 to 0.7.0: http://r.wesnoth.org/p499186
Update 2011/04/30 to 0.6.2: http://r.wesnoth.org/p487211
Update 2011/04/21 to 0.6.0: http://r.wesnoth.org/p486204
Update 2011/03/21 to 0.5.2: http://r.wesnoth.org/p482638 plus: Clyde's "lightswitch" does not have to be used twice to change is aura setting after mounting/dismounting, Clyde isn't invisible at the begining of Sc7 anymore, bigger changes to Sc9 and 10 and some further AI tweaks
Update 2011/02/25 to 0.4.5: http://r.wesnoth.org/p480400
Update 2011/02/12 to 0.4.3: Deactivated scatter_image in Sc10 since it caused all sorts of random erros. (might be reactivated when Wesnoth 1.95. is out)
Update 2011/02/08 to 0.4.2: Fixed Clydes Inspire ability when mounted
Update 2011/01/21 to 0.3.11: Feynddwarfs loosing health when dismounting is fixed and mounted Feyndwarf has now only 9 instead of 10 MP.
Update 2011/02/05 to 0.4.1: Inclusion of scenario 9, language of the dwarvs got dwafyfied (thanks to king_scrooge!), some other fixes
Update 2011/01/21 to 0.3.10: You can now level Feyndwarf and dismounting afterwards and Sc7 is won after the round limit.
Update 2011/01/20 to 0.3.9: Snow-White doesn't regain MP after Clyde dismounted, Merdor has the same ship on Sc2 & 7, some more minor changes
Update 2011/01/16 to 0.3.8: A graphical glitch in Sc7 is removed
Update 2011/01/16 to 0.3.7: Now, from scenario 7 on, Feyndwarf should be able to dismount too!
Update 2011/01/16 to 0.3.6: Fixed Clyde becomming invisible at the beginning of scenario 7
Update 2011/01/16 to 0.3.5 See post 55 of this thread. http://r.wesnoth.org/p475083
Update 2010/12/18 to 0.2.3 Scenario 6 added and a couple of bugs fixed. One feature of scenario 6 still missing but completly playable.
Update 2010/12/06 to 0.2.0 Scenario 5 added. Great number of bugs fixed (Ceres, you migth name them all ).
Update 2010/11/30 to 0.1.8: Fixed a Bug causing scenario 4 to be always won.
Update 2010/11/30 to 0.1.7: Changes already mentioned in post #37 including addition of scenario 4. http://r.wesnoth.org/p467278
Update 2010/11/24 to 0.1.6: Fixed the enemy of scenario 3 behaving like brain-dead
Update 2010/11/22 to 0.1.5: Scenario 3 added (might not yet be perfect)
Update 2010/11/21 to 0.1.4: Haldric & Jessica statues in Wehlot, fixed a bug of mounted Clyde not having the abillities he should have, some spelling mistakes corrected.
Update 2010/11/20: Finally we have the heart to upload a new version: Still only two campaignes playable, but the mounting feature is pretty sophisticated now.
Changes:
- Implementation of mounting/dismounting functionality (97% complete)
- Completion of the main hero line (due to the mounting functionality, seven units)
- Second scenario
- Individual Portraits and Sprites for Clyde and Harriett (not yet appearing)
- Inclusion of Kitty’s upcoming Haldric II Portrait
- Animated light house in scenario two.
- Brick-kiln with blue fire in scenario one.
- Individual story and map pictures
- Maps finished till scenario 13 (Dialogues written, but not yet implemented)
- A lot of other stuff you can’t see yet
Update 2010/11/03: We still add something to the campaign every day so nothing stands still here. But as long as our mounting/dismountg feature isn't fool prove, we wouldn't like someone to encounter a lot of very strange behavior we already know about. But expect more mission towards the weekend.
Update 2010/10/26: Ceres did some early implementation of Clyde's ability to mount Snow-white. Thus some more content of scenario 1 has become playable. Since this early development release is on the 1.9 add-on server, I no longer keept the files attached here.
Update2 2010/10/25: Got the AMLA for the Unihorse rigth.
Update 2010/10/25: The first scenario seems playable now. That means that for the first time, the victory event can be triggered by killing the orcs. I still don't konw why there is no victory message and if there is a possibility to have the victory event triggering instantly after the last orc is killed instead of at the end of the round where that is happening.

Known Bugs
- After dismounting and mounting again, the MP change that occured in scenario 1 due to the flowers is lost for mounted Clyde
- Mounting/Dismounting could be "missused" to transfer some HP from a healthy unit to a very wounded unit.
- No music yet

Screenshoots:

The fellowship of the clay: May contain spoilers
Short story: When the humans arrived at the great continent, they needed a new and safe home. Building such a (first) capital, called, Wehlot, was what Haldric – the first human King on the continent –planed and started during his regency. His son – Haldric II – finished this project exceeding all expectations, among other things because of a new invention: “the brick”. Unknown to Haldric II, his father made a deal with a stranger from whom he “bought” the island on which Wehlot was build. The deal stated that the stranger is allowed to claim a live for every 20 hexes, Wehlot is big. Haldric thought he could outsmart the stranger by planning on keeping his castle small while founding villages around the island.

Spoiler:

When the stranger saw that Haldric wasn’t expanding Wehlot castle anymore, he made sure that Haldric died without telling his son about the contract. And he did something else: He gave Haldric II a mean to expand Wehlot to its maximum size (over 100 hexes) quickly: The brick that was made with a magic fire he put into a brick-kiln.
When Wehlot is finally finished and preparations are undertake to celebrate this event, the stranger reveals himself to Haldric II, claiming five young lives. Haldric II naturally refuses, asking why he should stick to the contract. The stranger’s answer: His magic fire powered the brick-kiln and thus the used bricks are still bound to his magic powers. Consequently, he is not only able to let the whole city collapse on purpose; he can also not be killed without letting Wehlot collapse. Being an evil stranger, he also sends a Undead army towards the city – without their fortifications, the people of Wehlot wouldn’t stand a chance.
King Haldric II puts all his hope in his most trusted advisor, Clyde the Knight of the Light. He (you) is commissioned to put together a group of people from all over the continent to counter the threat of the evil stranger.

Canon consistency:
Though the Kingdom is already called Wesnoth, there is no talk of Weldyn so far, so it is possible to call a first attempt of a capital Wehlot. The bigger, natural human city is Dan Tok. Academy on Alduin founded in 21 YW. Wesmere Elves are controlled by four Elvish Lords (Dionli, Logalmier, Aryad, and El'Isomithir - TRoW).
To be considered:
In 25 YW the Scepter of Fire is commissioned (finished but lost in 40 YW)

Characters:
Characters:

King Haldirc II, son of Haldric:
He is just the King and not playable. He will give you your task.

Main Heroes (the later Fellowship of the clay):
Clyde, the Knight of the Light:

Spoiler:

The main character and Haldirc IIs “First Knight”. He is an ideal Knight in every aspect. Among other things, King Haldric II trusts him because Clyde did an excellent job protecting the citizens during the time Wehlot was not completed from the occasional attacks.
He is a modification of a Paladin. He is able to dismount his white steed “Snow-white” and will start at Level one as Clyde the Knight and advance through Clyde the Knight of the Light (level two), Clyde the White Knight of the Light (Level three) to Clyde the Bright White Knight of the Light (Level four). Given his exemplary character, he has the “inspire” attribute (even giving a bonus to adjacent level four units). Through his good contacts to the King, the elves and the Dwarfs, he gets the following specials:
At the beginning of his journey, from Haldirc II, he gets his steed – a “Unihorse”, the only hybrid between a white female horse and a male unicorn that has ever existed – called “Snow-white”. Haldric II will give it to Clyde because Clyde is also an envoy to the elves and dwarfs and thus needs to travel fast.
Snow-white was born in the King’s stable after “Snow-flake”, the King’s most loved mare once broke out and came back after three days. For quite a while, there was nothing special about her. But three years after that incident, she gave birth to Snow-white – a white foal with a small horn. Snow-white is the only evidence that the mythical Unicorn exists. (Some claim it is just a mutation as a consequence of something – may be a mushroom – Snow-flake ate during her “trip”.)
Snow-white (later) gives Clyde 10 MP while on Snow-white and she has a moderate “charge” attack given her half-sized horn (Clyde has no normal charge attack by himself, since he concentrated on sword fight and abounded his lance). Without Clyde, Snow-white has 11MP and Heals 4LP and cures (together they heal 8 and regenerate 4, Clyde as a Paladin heals 4 and does not cure and they do not regenerate when separated).

Legomir:

Spoiler:

An Elvish Sharpshooter, and already known by Clyde. His modification is that he will develop a special one shoot attack with 100% hitting chance. It doesn’t do much damage, but he and his ability is needed because the evil master needs to be hit with absolute certainty at the end – otherwise the evil stranger would destroy Wehlot in a blink of a moment.

Feyndwarf:

Spoiler:

A Dwarfish Runemaster. A colleague – but from a different tribe – of Thursagan who died shortly before. He calls is lab Kal Alamos. He is an expert on Dwarf, Stone (even on sub-stone level) and Rune things. For a Dwarf, especially a Runemaster, he is astonishingly entertaining and socializing – well not everyone understands his humor… He will eventually be able to runeify one of Duplolas’ Arrows such that the target will become stone (not killing it). Also, later on he will learn (a little) how to fly a Gryphon he calls Richard – for reasons unknown.

Harriett Porter,

Spoiler:

a young Silver Mage and daughter of two silver mages. Clyde knows her parents from his internship at Alduin (which every Paladin has to make and where they get their moderate arcane abilities). Harriett lives with her parents in a small mountain village named “Mountainhigh”, quite far away from Alduin and Wehlot because young Harriett has a special ability: She can teleport other persons (she is like a village for a friendly unit through which they can travel to a taken village; this spell of her, will use all her MP). And she did that on Alduin whenever she was investigated by the elder mages. Her parents draw the consequences and went to Mountainhigh, where no other mages continuously tried to investigate her and her ability. Indeed that was also the reason why the silver mages didn’t share their knowledge that willingly with other mages anymore.

The head of the school of Alduin, "Great Mage Merdor", a mermaid and an Elvish councilmember will also accompany the party.

The bad Guy:

Spoiler:

The “Familiar Stranger” is a Dark Mage already undead, similar to “The Master” from the Wendish/Sorbian Krabat (The Satanic Mill/ The Curse of the Darkling Mill) tale. He can transform into a raven and doesn’t seem to be evil or aggressive by his attitude but definitely by his actions.
He is able to transform into a raven which is able to fly. He lives in his lair which is unreachable by ground units.

Please don't keep doing this. Compile the dialog in a file, or multiple files, and include those in your zip on the first post.
I won't delete your posts yet. I'll give you time to copy the text into those files (in case you don't have backups), but in a few days these posts will be gone except the first one.

If it makes you happier, I can certainly put the mission descriptions and dialogues in txt-files. As said, I lack the skills to put them in well written cfg-files, if you mean that by compiling.
Since this post is about getting feedback on the idea and testing its apeal, I will ask you to let the first three posts as they are. Eventually these are key components of the scenario that will likely not be found literally in the campaing and only by providing an easy access to these ideas, this post can fullfil its purpose.

For one, you do not have to include images from the core in your files. It is not expected for you to cite them, either.

Also, these are not core:
"Great Legend Era
Fate of a Princess
Era of Magic"

But you said they were

It's spelled "Fellowship", in your main.cfg it is spelled "Fellowhip" and "Felloship", it is usually considered bad to mispell things two different ways

Scenario 1: What in the world is {MOOD_CALM} ???

# wmllint: local spellings :debug :nodebug --- you don't have to put this there...

"type=Knight of the Light"
you have no such unit.

What is the point of having tons of peasants, when if one dies you lose...? Also, you have the same amount of everything on easy, normal, and hard. There are no defeat or victory events, your events have no names (so they will not fire), etc. I could go on.

I'm sorry if this sounds harsh, but please take the time to actually learn WML and to correctly spell English words before writing a campaign. I'm not sure how you learned this much thus far without actually testing a scenario, but you aren't going to go any farther unless you do some more complete study.

Refer to the WML guides in the wiki, and to simple(ish) campaigns such as Heir to the Throne, "A Simple Campaign" on the add-ons server (1.8 and 1.9) gives a framework to base everything off of.

Thanks for you quick response bigkahuna!
There is a response for everything
First, I wanted to cite the core + "Great Legend Era, Fate of a Princess, Era of Magic".
Second, I incleded the few files/bytes from the core again, because I want to use them for further modification, e.g. mounted Clyde.
Third, I really thougth I made a "Knight of the Light", though the unit-cfg is called Clyde.cfg - wrong?
Forth, the Peasants are there for two reasons: They do what peasants do: They till thier fields. Additionally, It shouldn't be that hard to kill four Orcs, so to make it more realistic and at least a little challanging, I added that objective. Though the upper two peasants might be to much.
Fifth, well, I just know that I am far to unexpirienced to learn WML to a sufficient degree and write the scenarios. That is exactly why I opened this thread. But I thought I migth have a look at how far I come until somebody responds.
Six: Regarding the spelling mistake: I honestly thank you for telling me the mistake: Without any spellchecker (which no editor has), my dyslexia is quite out of control: I would have never found the three different spellings on my own. That is why I try to c&p as much as possible, but obviously that doesn't prefen copying the mistake.
So you are probably right: This campaign will only see the light if somebody will help me with the programming,

Reval wrote:First, I wanted to cite the core + "Great Legend Era, Fate of a Princess, Era of Magic".

Put those three add-ons in a different [entry].

Reval wrote:I incleded the few files/bytes from the core again, because I want to use them for further modification, e.g. mounted Clyde.

Okay.

Reval wrote:Third, I really thougth I made a "Knight of the Light", though the unit-cfg is called Clyde.cfg - wrong?

My bad.

Reval wrote:Forth, the Peasants are there for two reasons: They do what peasants do: They till thier fields. Additionally, It shouldn't be that hard to kill four Orcs, so to make it more realistic and at least a little challanging, I added that objective. Though the upper two peasants might be to much.

Exactly- not enough challenge, but not many units to complete that challenge. Too small-scale.

Reval wrote:Six: Regarding the spelling mistake...

Sorry... I just get annoyed with everyone blaming it on English being their 2nd language or such... I think they are really just people who failed English Grammar

Reval wrote:[[#5 and...]] So you are probably right: This campaign will only see the light if somebody will help me with the programming.

Unfortunately, you'll be hard pressed to find someone willing to give their time and energy to code a half-baked (though I liked how you already outlined the dialogue and such) campaign idea. I would either be content with
A. playing campaigns
B. learn more WML and do something amazing, or
C. learn a bit more WML, come up with a good idea, and get someone who likes your idea to co-author it.

NEVER expect someone just to do the work for you. Unfortunately it doesn't work that way. Plenty of people are willing to give small help and ideas, though.

bigkahuna wrote:C. learn a bit more WML, come up with a good idea, and get someone who likes your idea to co-author it.

NEVER expect someone just to do the work for you. Unfortunately it doesn't work that way. Plenty of people are willing to give small help and ideas, though.

Well, I think I go with option C, since I thought I already had a good idea.
I didn't expect someone to do all the work. Eventually I am allready doing something and I guess I progressed pretty fast with the thinks I can do. Unfortunately that algorythms lecture is almost ten years in the past - that is why I just want to be unobtrusive and acknowledge, that somebody else has to be the main code writer while I try to do the rest.

nice to have another campaign author, but in your second scenario...
-there are no events called 'ghost' or 'mounted' (you have an macro called mounting, but it is not used)
-same for 'right_field' and 'ghost_die'
-your endlevel tag has to be in another event, like ther death of an unit or an moveto event:
[event]
name=die
[filter]
(whoever has to die that it triggers, id=...)
[/filter]
(endlevel tag)
[/event]
edit:some typos fixed

Ceres wrote:nice to have another campaign author, but in your second scenario...

Completly true, the .cfg for the second scenario is just a scaffold and not done. I know, should have next scenario=null in the first one, but I wanted to see if the second is called correctly.
As said, I am not really a programmer and thus the current state of the campaign should be regarded as an appetizer for someone who wants to become my co-auther.

I am playing on Wesnoth 1.9.1 development version. I finished your 1st scenario. Then it said "The End;" I didn't get a 2nd scenario. I see that there is actually a 2nd scenario installed on my hard drive, so something must be wrong with your code. I hit "update add-ons" before writing this and no scenario update was loaded.

I didn't have a problem with "protect the peasants," although I didn't notice the "death of a peasant" loss condition on my 1st play. Assuming the player doesn't cheat and start moving the peasants before getting Snow-White, there is only 1 peasant who can't run out of range of the orcs on Turn 1. He will be attacked by 1 wolf but it's broad daylight so he's not likely to die on the 1st attack. Because I am an experienced Wesnoth player, I set up a screen of spearmen, archers, and my leader to guard the peasants as they run to safety. I even took advantage of AI stupidity, knowing that it would prefer to attack archers, so I put the archers at the ends of the lines where only 1 wolf can reach them instead of 2. This minimizes the number of units attacking any 1 of my units. Thus I took no losses, everyone got back to the castle safely, and it was only a matter of time before I picked off the paltry orc raiding party. If I have a complaint, it's that I had to push around way too many units for not a lot of actual fighting.